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Gym [DARK] Leader Korski vs Challenger MrcRanger97

Discussion in 'ASB' started by Leethoof, Mar 8, 2012.

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  1. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    It's quiet out here...too quiet. Must be this crazily epic arena that was the entire reason I became a gym ref or something. Anyways, is Ranger brave enough to enter the enfolding night, and attempt to muscle his way through these bajillion-move monsters? Only time (and some reffing) will tell!

    Rules:
    4vs4 ??? Battle (see OP for details and Arena info)
    Arena: Primrose Woods
    3-day DQ
    Infinite Recoveries / Infinite Chills
    Abilities=ALL
    Items=ON
    Switch=N/A
    Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

    Gym Leader Korski's Team!

    Evol the SABLEYE (open)
    [​IMG]
    Sableye Evol (F)

    Type: Dark/Ghost
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Abilities: Keen Eye, Stall, Prankster
    • Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
    • Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
    • Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

    Stats:

    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 43 (-)

    Size Class: 1
    Weight Class: 2
    Base Rank Total: 16

    MC: 0
    DC: 5/5

    Attacks (69):

    Leer
    Scratch
    Foresight
    Night Shade
    Astonish
    Fury Swipes
    Fake Out
    Detect
    Shadow Sneak
    Knock Off
    Punishment
    Shadow Claw
    Confuse Ray
    Foul Play
    Zen Headbutt
    Shadow Ball
    Mean Look

    Feint
    Metal Burst
    Moonlight
    Recover
    Sucker Punch
    Trick

    Counter
    Double-edge
    DynamicPunch
    Endure
    Fire Punch
    Gravity
    Ice Punch
    Icy Wind
    Low Kick
    Metronome
    Mimic
    Pain Split
    Role Play
    Seismic Toss
    Spite
    ThunderPunch

    Focus Punch
    Water Pulse
    Toxic
    Hidden Power [Grass]
    Sunny Day
    Taunt
    Protect
    Rain Dance
    Telekinesis
    Dig
    Psychic
    Brick Break
    Double Team
    Shock Wave
    Aerial Ace
    Torment
    Facade
    Rest
    Attract
    Snatch
    Low Sweep
    Incinerate
    Will-o-Wisp
    Embargo
    Payback
    Dark Pulse
    Sleep Talk
    Poison Jab
    Substitute
    Snarl
    Rebonita the ZOROARK (open)
    [​IMG]
    Zoroark Rebonita (F)

    Type: Dark
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Abilities: Illusion
    • Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]
    Nature: Timid (+15% Spe, +17% Accuracy, -1 Atk)

    Stats:

    HP: 90
    Atk: Rank 3 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 2
    Spe: 121 (+)

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    EC: 6/6
    MC:: 0

    Attacks (44):

    U-turn
    Scratch
    Leer
    Pursuit
    Fake Tears
    Hone Claws
    Fury Swipes
    Faint Attack
    Scary Face
    Taunt
    Foul Play
    Night Slash
    Torment
    Agility
    Embargo
    Punishment
    Nasty Plot
    Imprison
    Night Daze

    Counter
    Dark Pulse
    Detect
    Extrasensory
    Memento
    Snatch
    Sucker Punch

    Calm Mind
    Roar
    Toxic
    Hidden Power [Ice]
    Sunny Day
    Hyper Beam
    Protect
    Dig
    Double Team
    Flamethrower
    Aerial Ace
    Attract
    Thief
    Low Sweep
    Focus Blast
    Payback
    Grass Knot
    Substitute

    Big Brass the HONCHKROW (open)
    [​IMG]
    Honchkrow Big Brass (M)

    Type: Dark/Flying
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    • Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
    Abilities: Insomnia, Super Luck, Moxie
    • Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
    • Super Luck: (Innate) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.
    • Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
    Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

    Stats:

    HP: 110
    Atk: Rank 6 (+)
    Def: Rank 2
    SpA: Rank 4
    SpD: Rank 2
    Spe: 61 (-)

    Size Class: 2
    Weight Class: 3
    Base Rank Total: 20

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (52):

    Peck
    Astonish
    Pursuit
    Haze
    Wing Attack
    Night Shade
    Assurance
    Taunt
    Faint Attack
    Nasty Plot
    Mean Look
    Foul Play
    Tailwind
    Sucker Punch
    Night Slash
    Quash
    Dark Pulse

    Brave Bird
    Confuse Ray
    Drill Peck
    Featherdance
    Mirror Move
    Quick Attack
    Perish Song
    Psycho Shift
    Roost
    Sky Attack
    Whirlwind

    Endure
    Heat Wave
    Icy Wind
    Sleep Talk
    Superpower

    Toxic
    Hidden Power [Ground]
    Sunny Day
    Hyper Beam
    Protect
    Psychic
    Double Team
    Torment
    Facade
    Steel Wing
    Detect
    Rest
    Snatch
    Payback
    Giga Impact
    Thunder Wave
    Pluck
    Substitute
    Fly
    Ichabod the SCRAFTY (open)
    [​IMG]
    Scrafty Ichabod (M)

    Type: Dark/Fighting
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    • Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
    Abilities: Shed Skin, Moxie, Intimidate
    • Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    • Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
    • Intimidate (DW): (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
    Nature: Adamant (+1 Atk, -1 SpA)

    Stats:

    HP: 100
    Atk: Rank 4 (+)
    Def: Rank 4
    SpA: Rank 1 (-)
    SpD: Rank 4
    Spe: 58

    Size Class: 2
    Weight Class: 3
    Base Rank Total: 18

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (40):

    Leer
    Low Kick
    Sand-Attack
    Faint Attack
    Headbutt
    Swagger
    Brick Break
    Payback
    Chip Away
    Hi Jump Kick
    Scary Face
    Crunch
    Facade
    Focus Punch
    Head Smash

    Counter
    Detect
    Dragon Dance
    Drain Punch
    Fake Out
    Fire Punch
    Ice Punch
    ThunderPunch
    Zen Headbutt

    Dragon Claw
    Roar
    Toxic
    Bulk Up
    Taunt
    Protect
    Dig
    Double Team
    Torment
    Rest
    Low Sweep
    Giga Impact
    Stone Edge
    Rock Slide
    Dragon Tail
    Substitute
    Polecat the SKUNTANK (open)
    [​IMG]
    Skuntank Polecat (M)

    Type: Poison/Dark
    • Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Abilities: Stench, Aftermath, Keen Eye
    • Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
    • Aftermath: (Innate) If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.
    • Keen Eye (DW): (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
    Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)

    Stats:

    HP: 110
    Atk: Rank 4 (+)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 3
    Spe: 73 (-)

    Size Class: 2
    Weight Class: 3
    Base Rank Total: 19

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (44):

    Scratch
    Focus Energy
    Poison Gas
    Screech
    Fury Swipes
    Smokescreen
    Feint
    Slash
    Toxic
    Acid Spray
    Flamethrower
    Night Slash
    Memento
    Explosion

    Crunch
    Double-edge
    Haze
    Iron Tail

    Sucker Punch

    Roar
    Venoshock
    Hidden Power [Grass]
    Sunny Day
    Taunt
    Protect
    Dig
    Double Team
    Sludge Bomb
    Fire Blast
    Torment
    Facade
    Rest
    Attract
    Thief
    Snatch
    Endure
    Incinerate
    Payback
    Giga Impact
    Sleep Talk
    Poison Jab
    Substitute
    Defog
    Rock Smash
    Sucker the COLOSSOIL (open)
    [​IMG]
    Colossoil Sucker (M)

    Type: Dark/Ground
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    • Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
    Abilities: Rebound, Guts, Pressure
    • Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
    • Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
    • Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
    Nature: Jolly (+15% Speed, +14% Accuracy, -1 SpA)

    Stats:

    HP: 120
    Atk: Rank 5
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 110 (+)

    Size Class: 5
    Weight Class: 10
    Base Rank Total: 22

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (58):

    Leer
    Tackle
    Peck
    Mud Shot
    Horn Attack
    Bite
    Bubblebeam
    Rapid Spin
    Mud Bomb
    Magnitude
    Pursuit
    Body Slam
    Bounce
    Stockpile
    Swallow
    Spit Up
    Horn Drill
    Crunch
    Megahorn

    Aqua Tail
    Encore
    Fake Out
    Fissure
    Flail
    Sucker Punch
    Water Spout

    Dive
    Knock Off
    Superpower

    Roar
    Toxic
    Taunt
    Protect
    Knock Down
    Earthquake
    Dig
    Brick Break
    Double Team
    Sandstorm
    Torment
    Facade
    Rest
    Attract
    Thief
    Snatch
    Endure
    Quash
    Embargo
    Payback
    Giga Impact
    Stone Edge
    Bulldoze
    Rock Slide
    Sleep Talk
    Dragon Tail
    Poison Jab
    U-turn
    Substitute
    Turvy the HYDREIGON (open)
    [​IMG]
    Hydreigon* Turvy (F)

    Type: Dark/Dragon
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
    Abilities: Levitate
    • Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
    Nature: Hasty (+15% Speed, +15% Accuracy, -1 Def)

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 2 (-)
    SpA: Rank 5
    SpD: Rank 3
    Spe: 113 (+)

    Size Class: 4
    Weight Class: 5
    Base Rank Total: 22

    EC: 9/9
    MC: 0

    Attacks (47):

    Tackle*
    Double Hit
    Tri Attack
    Dragon Rage*
    Focus Energy*
    Bite*
    Headbutt*
    Dragonbreath*
    Roar*
    Crunch*
    Dragon Pulse
    Work Up*
    Dragon Rush
    Scary Face
    Hyper Voice
    Outrage

    Dark Pulse*
    Earth Power*
    Head Smash
    Screech*
    Thunder Fang

    Draco Meteor

    Toxic
    Hidden Power [Grass]
    Sunny Day
    Taunt*
    Protect
    Rain Dance
    Earthquake
    Double Team
    Reflect
    Flamethrower
    Fire Blast
    Torment
    Focus Blast
    Charge Beam
    Incinerate
    Acrobatics
    Stone Edge
    Thunder Wave*
    Bulldoze
    Rock Slide
    Dragon Tail
    U-turn
    Substitute
    Fly
    Surf
    Vanity the SHARPEDO (open)
    [​IMG]
    Sharpedo Vanity (F)

    Type: Water/Dark
    • Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    • Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
    Abilities: Rough Skin, Speed Boost
    • Rough Skin: (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
    • Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that ocurs at the end of each round (stats other than Speed are still affected).
    Nature: Mild (+1 SpA, -1 SpD)

    Stats:

    HP: 100
    Atk: Rank 5
    Def: Rank 2
    SpA: Rank 4 (+)
    SpD: Rank 1 (-)
    Spe: 95

    Size Class: 3
    Weight Class: 4
    Base Rank Total: 18

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks (48):

    Leer
    Bite
    Rage
    Focus Energy
    Scary Face
    Crunch
    Ice Fang
    Screech
    Swagger
    Aqua Jet
    Taunt
    Agility
    Skull Bash
    Night Slash

    Brine
    Double-edge
    Hydro Pump

    Bounce
    Endure
    Icy Wind
    Mud-Slap
    Spite
    Super Fang
    Zen Headbutt

    Roar
    Toxic
    Hidden Power [Fire]
    Ice Beam
    Blizzard
    Protect
    Rain Dance
    Earthquake
    Double Team
    Rock Tomb
    Torment
    Facade
    Scald
    Payback
    Giga Impact
    Avalanche
    Bulldoze
    Dark Pulse
    Poison Jab
    Substitute
    Surf
    Waterfall
    Whirlpool
    Dive


    Challenger MrcRanger97's Team!

    Cyclohm (open)

    [​IMG]
    Cyclohm (Aires) (M)
    Nature: Modest (+1 SpA, -1 Atk)
    Type: Electric/Dragon
    Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
    Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Abilities:
    Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
    Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
    Overcoat: (Innate)
    This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

    HP: 110
    Atk: Rank 1 (-)
    Def: Rank 4
    SpA: Rank 5 (+)
    SpD: Rank 3
    Spe: 80
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 20

    EC: 9/9
    MC: 1
    DC: 5/5

    Attacks:

    Tackle *
    Growl *
    Leer *
    Dragon Rage *
    Charge *
    Thundershock *
    Rain Dance *
    Sonicboom *
    Twister *
    Spark *
    Double Hit
    Hurricane
    Dragon Pulse
    Whirlwind
    Bide
    Weather Ball
    Tri Attack
    Discharge
    Slack Off

    Heal Bell*
    Hydro Pump*
    Shock Wave*

    Thunder*
    Protect*
    Hyper Beam*

    Magnet Rise


    Lucario (open)

    [​IMG]
    Lucario [Libra] (M)
    Nature: Naive (+15% Speed, +12% Accuracy, -1 SpD)
    Type: Fighting
    Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

    Abilities:

    Steadfast: Type: Innate
    If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
    Inner Focus: Type: Innate
    When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
    Justified (DW LOCKED): Type: Innate
    This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4
    SpD: Rank 2 (-)
    Spe: 104 (90*1.15=103.5=104)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20

    EC: 6/6
    MC: 0
    DC: 2/5

    Attacks:
    Quick Attack*
    Foresight*
    Endure*
    Counter*
    Force Palm*
    Feint*
    Reversal*
    Screech*
    Dark Pulse
    Metal Claw
    Bone Rush
    Metal Sound
    Extremespeed
    Heal Pulse

    Detect*
    Iron Defense*
    Sky Uppercut*

    Bulk Up*
    Brick Break*
    Shadow Claw*
    Substitute


    Kitsunoh (open)

    [​IMG]
    Kitsunoh (Envy) (F)
    Nature: Adamant (+1 Atk, -1 SpA)
    Type: Steel/Ghost
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

    Abilities:
    Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
    Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
    Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

    Stats:

    HP: 100
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 110
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19

    EC: 6/6
    MC: 0
    DC: 5/5

    Attacks

    Scratch
    Iron Defense
    Tail Whip
    Lick
    Odor Sleuth
    Faint Attack
    Shadow Sneak
    Curse
    Metal Burst
    Copycat
    Imprison.
    Fake Out
    Perish Song
    Shadow Claw
    Shadowstrike
    Iron Head

    Yawn
    Meteor Mash
    Metal Sound

    Protect
    Dig
    Substitute
    Earthquake
    U-turn
    Torment
    Rock Slide

    Will-o-Wisp
    Pain Split


    Revenahnk (open)

    [​IMG]
    Revenahnk (Hoenhiem) (M)
    Nature: Rash (+1 SpA, -1 SpD)
    Type: Ghost/Fighting
    Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Abilities:
    Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
    Mummy (DW Locked): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

    Stats:

    HP: 100
    Atk: Rank 4
    Def: Rank 3
    SpA: Rank 4 (+)
    SpD: Rank 3 (-)
    Spe: 65
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 20

    MC: 0
    DC: 2/5

    Attacks:

    Wrap
    Bide
    Sand Tomb
    Wring Out
    Rock Tomb
    Arm Thrust
    Mean Look
    Glare
    Shadow Punch
    Hammer Arm
    Moonlight

    Destiny Bond
    Drain Punch
    Counter
    Wide Guard

    Shadow Ball
    Earthquake
    Brick Break


    Arena (open)
    Roleplay:
    [​IMG]
    The Gym Challenger is to follow the Gym Leader and his team into the mysterious Primrose Woods, which at twilight becomes home to Korski's Dark-type Gym. The Woods constitute a heavily-wooded area with several clearings scattered about and connected by rough but discernible paths through the foliage. Dotting the landscape are the tens of thousands of Evening Primroses, vibrant yellow flowers that bloom only at night, giving the Woods an almost dream-like, faint-yellow hue. Towering above them is a 30' tree line that obscures some of the moonlight that acts as the Gym's only light source, giving the Gym a twilight-level of visibility and a shadow-swept landscape. The Woods are also home to a trickling creek bed that offers an ambient backdrop to the tension and pressure of the battle and allows Water-types to move more easily throughout the Woods.

    Now, this Gym Battle is unlike any other the Challenger has ever faced. Instead of facing off in an arena in a traditional fashion, the Gym Leader will send all of his Pokemon out into the Woods at once to lurk in the shadows in waiting. The Challenger must then explore the Woods from clearing to clearing in search of the Leader's Pokemon and be ready to battle when an opponent is encountered. For this reason, it is imperative that the Challenger's Pokemon be released from their Pokeballs at the start of the battle and follow closely behind their trainer throughout the match. Due to the condition of the paths that connect the various, clearings, the Challenger and his/her team must move about single-file.

    Upon reaching a clearing, the Challenger will be ambushed by one or more of the Gym Leader's Pokemon. A quick reaction time is crucial here, so the Challenger will be forced to send whichever Pokemon is (are) first in line behind him/her to combat the attacker(s). Once one Round of Action is over in these encounters, the Gym Leader's Pokemon flee(s) and regroup(s), and it is up to the Challenger to continue onward deeper into the Woods. While moving from clearing to clearing, the Challenger is free to reorganize their team members in line.

    GYM BATTLE

    Rules:

    4vs4 ??? Battle
    3-day DQ
    Infinite Recovers / Infinite Chills
    Abilities=ALL
    Items=ON
    Switch=N/A
    Subs= 2 (Singles), 3 (Doubles), 4 (Triples) [per team]

    Arena:

    Primrose Woods

    Field Type: Dark
    Complexity: Intense
    Format: ???
    Restrictions: Because of the travelling Roleplay element of the Arena, the moves Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Spikes, Stealth Rock, Tailwind, Toxic Spikes, Trapping moves (Whirlpool, Sand Tomb, etc.), and Phazing moves (Whirlwind, Circle Throw, etc.) will still work, but their effects will not carry over in-between Rounds. Stat boosts/drops, Taunt counts, etc. operate normally in-between Rounds, although a Pokemon is considered "switched out" after one Round in which the Pokemon does not directly battle.

    Description:

    Primrose Woods is the location of Korski's Dark-type Gym. Battles are not fought traditionally; rather, the battle format can be any of singles, doubles, or triples and can change each Round, depending on random chance. The format is decided before each Round by the referee via RNG (50% singles, 30% doubles, 20% triples), as are which Pokemon will be battling each other for the Round.

    The Gym Leader's team for any given match will consist of Sableye and Zoroark and any two of the GL's other six Dark-type Pokemon. The Challenger will not know which two, however, at the start of the match; instead, he/she will discover their identities as the match goes on. All of the Gym Leader's available Pokemon will still be listed in the OP of the battle, but after the Challenger posts his/her team, the GL will PM the referee his choices for the two secret team members to complete his team of four. At the start of any given Round, after the referee RNG's for the format of the Round, the referee will RNG to decide which of the GL's Pokemon will be sent out.

    ILLUSION: Because there is a new encounter with each Round, the Gym Leader's Zoroark, when chosen by the RNG, will be able to assume multiple different Illusions over the course of the match. Whenever Zoroark is selected to be sent out into battle, the referee will PM the Gym Leader, who will respond with the desired Illusion for the referee. In cases where there are no available inactive teammates (e.g. if Zoroark is the GL's final Pokemon, or if Zoroark is one of three remaining teammates and the format for the Round is triples), Zoroark will not assume any Illusion.

    The Challenger's team will consist of whichever four (4) Pokemon he/she brings to the battle. At the start of the match, the player will post his/her team in full, release them all at once from their Pokeballs, and position them #1-4 in line. At the start of any given Round, after the referee RNG's for the format of the Round, the Challenger will be forced to send out his/her Pokemon in position #1 (singles), positions #1 and 2 (doubles), or positions #1, 2, and 3 (triples). At this point, the Gym Leader and Challenger will be able to order Actions like normal. After every Round, the Challenger is free to reorganize their Pokemon in line.

    In terms of posting, the battle will look like this:

    1. OP (Referee): Introduction Prose, Arena info, Rules, Gym Leader's Team (of 8), Challenger's team (of 4)
    2. Challenger: Challenger positions team #1-4
    3. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
    4. Challenger: Actions
    5. Gym Leader: Actions
    6. Referee: Referee post, Gym Leader's Pokemon flee
    7. Challenger (required): Decides whether or not to reposition team members
    8. Referee: RNG's for Round format (singles, doubles, or triples), RNG's for GL's Pokemon (PM to Gym Leader if Zoroark is selected), sends out Challenger's Pokemon (#1-3)
    9. Gym Leader: Actions
    10. Challenger: Actions
    11. Referee: Referee post, Gym Leader's Pokemon flee
    12. Challenger (required): Decides whether or not to reposition team members

    Repeat steps 3-12 until there is a winner.


    Order of Operation is found inside the arena description, so MrcRanger97 give me the order of your Pokemon (and their items!)!
  2. MrcRanger97

    MrcRanger97

    Joined:
    Oct 12, 2011
    Messages:
    1,112
    Cyclohm
    Revenahnk
    Lucario
    Kitsunoh
    Thats the order of my mons
  3. Leethoof

    Leethoof

    Joined:
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    Messages:
    2,450
    Ranger. EQUIP YOUR ITEMS.

    Anyways, the first battle will be: Singles!

    It is Cyclohm vs. (Ranger equip items and I will tell you)
  4. MrcRanger97

    MrcRanger97

    Joined:
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    Fine then...
    Muscle Band goes to Lucario.
    No other items worth equipping.
  5. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
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    2,450
    It's Sableye!

    Now Ranger gives his actions!
  6. MrcRanger97

    MrcRanger97

    Joined:
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    Messages:
    1,112
    SO MANY MOVES!!!!
    Ugh...
    Discharge--> Shock Wave--> Discharge
    If he uses.... So many options to sub against, and i cant think atm... :P
    This will wind up badly, but it will be fun!
  7. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a CAP Contributor
    Moderator

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    2,137
    Fortunately for you Evol isn't a hard hitter. Use your finesse, Evol!

    Will-o-Wisp~Toxic~Pain Split [Stall this Action]
  8. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    The wind slowly blows through the tall trees, their shadows long and haunting due to the moonlight. MrcRanger97 cautiously releases the brightly glowing Aires to lead the way, hoping his electric heads will eliminate the darkness. This plan seems futile, as the many flowers in the Primrose woods seem to suck up all light, and the glowing electric-type seems to have no effect on the forest.

    Without warning, Evol the Sableye jumps down from the canopy, and wicked grin across her face. She cackles evilly, sending a burning Will-o-wisp to strike the dragon. Aires jumps in surprise, sending out a sudden Discharge of electricity. The sudden flash of light is blinding in the pure darkness, but Evol sends out a glob of Toxic goop, and Aire's health is rapidly deteriorating. The dragon continues to panic, sending out a Shock Wave that zooms straight for his foe. Finally turning around and finding Evol hanging from a branch, Cyclohm launches another Discharge of energy, trying to power through the Sableye's tricks. Evol fails to wipe that maddening grin off of her face, and just Splits all of the Pain the Cylcohm had inflicted in the ambush.

    Evol suddenly leaps back into the canopy of the tree, the dark shadows covering her escape, and MrcRanger97 must think quickly on how to avoid these ambushes.

    [​IMG]
    Evol
    HP: 79
    EN: 62

    [​IMG]
    Aires
    HP: 77
    EN: 87
    Toxic (2 DPA), Burned

    calculations (open)

    Evol=Will-o-wisp (7 EN)
    Aires=Discharge (5 EN) [14 Damage]
    -2 HP Aires (Burn)

    Evol=Toxic (7 EN)
    Aires=Shock Wave (3 EN) [12 Damage]
    -3 HP Aires (Toxic + Burn)

    Aires=Discharge (5 EN) [14 Damage]
    Evol=Pain Split (24 EN) [25 Heal, 25 Damage]
    -3 HP Aires (Toxic + Burn)


    1. Ranger reorders his mons, if he wants.
    2. I RNG stuff
    3. Korski actions
    4. Ranger actions
  9. MrcRanger97

    MrcRanger97

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    Lets go with Lucario, Cyclohm, Revenanhk, Kitsunoh
  10. MrcRanger97

    MrcRanger97

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  11. Leethoof

    Leethoof

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    Sorry, forgot you were waiting on me.

    Another single battle! This time its Collosoil with an Enigma Berry! Korski's actions!
  12. Korski

    Korski Distilled, 80 proof
    is a Forum Moderatoris a CAP Contributor
    Moderator

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    Earthquake~Dig~Earthquake
    IF Counter is ordered, THEN use Substitute [15] on that Action the first time and Chill all other times.
    IF a damaging Fighting-type Combo of 0 or less priority is ordered on A1 or A2, THEN use Dig [Suspend] to evade and attack with Dig the following Action.
  13. MrcRanger97

    MrcRanger97

    Joined:
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    man why in hell did I challenge this gym, thought i had better moves...
    Brick Break--> Extremespeed--> Brick Break
  14. MrcRanger97

    MrcRanger97

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  15. MrcRanger97

    MrcRanger97

    Joined:
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    OK, i want my mons for something else, and they are nowhere near prepared to face a leader like Korski. (I am wondering why I didnt realize this before XD)
    Therefore I would like to resign from my challenge, as Leethoof hasnt reffed in a while and I would reaalllly like my mons free.
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